ReportJune 22, 2016

Methodology

ReportJune 22, 2016

Acknowledgements

ReportJune 22, 2016

Social Media and the Workplace

Workers turn to social media for a range of reasons while at work, with taking a mental break and connecting with friends and family being among the most common.

ReportMay 19, 2016

Shared, Collaborative and On Demand: The New Digital Economy

The sharing economy and on-demand services are weaving their way into the lives of many Americans, raising difficult issues around jobs, regulation and the potential emergence of a new digital divide.

ReportApril 7, 2016

Libraries and Learning

Most Americans think that local libraries serve the educational needs of their communities and families well. But many do not know about key education services libraries provide.

ReportMarch 29, 2016

How will the Internet of Things look by 2025?

Lee Rainie will present findings from Pew Research Center’s report titled “The Internet of Things Will Thrive by 2025” to the American Bar Association Section of Science & Technology law on March 30, 2016.

ReportMarch 22, 2016

Lifelong Learning and Technology

A large majority of Americans seek extra knowledge for personal and work-related reasons. Digital technology plays a notable role in these knowledge pursuits, but place-based learning remains vital to many.

ReportFebruary 11, 2016

15% of American Adults Have Used Online Dating Sites or Mobile Dating Apps

The share of 18- to 24-year-olds who report having used online dating has nearly tripled in the past two years, while usage among 55- to 64-year-olds has doubled.

PI_2015-12-15_Gaming-and-Gamers_Video-Featured
InteractiveJanuary 5, 2016

Who plays video games in America?

Though the majority of Americans think most video games players are men, equal numbers of men and women report playing video games. Yet, men are twice as likely to call themselves “gamers.”

ReportDecember 15, 2015

Gaming and Gamers

Americans’ attitudes toward games – and the people who play them – are complex and often uncertain.